Kurald Galain
2008-09-19, 01:15 PM
In a spare afternoon I spent some time making 4E versions of my pantheon. So based on that, I came up with a bunch of divinity feats other than what's in the PHB. These are for a wide variety of gods, including elemental, nature, sneaky, and evil gods. PEACH.
Shield the Wounded (immediate interrupt / encounter; range 5; trigger: an ally that is bloodied is hit by an attack; effect: the ally gains a +3 bonus to all defenses until the end of your next turn).
Misery Loves Company (free / encounter; range 10; if an enemy you can see inflicts you with a status condition or ongoing damage, that enemy suffers the same effect, save ends).
Life Drain (free / encounter; trigger: you spend a healing surge for any reason; effect: an adjacent enemy other than undead takes necrotic damage equal to your surge value).
Hallowed Invocation (after each extended rest, select one Deception, Exploration, Scrying, or Warding ritual that you know; as a daily power, you can use that ritual as a standard action; you must still provide the components, and you are dazed until the end of your next turn).
Hero's Sacrifice (minor / encounter; range 2. Choose any condition that ends on a succesful save; all of your allies within range automatically save against that condition; you become affected by the condition instead, and may not attempt a saving throw against that condition this turn).
Shadow Meld (standard / daily; you gain +5 on all stealth checks until the end of the encounter).
Linked Hearts (free / encounter; affect one additional target with the healing word power).
Death's Door (free / encounter; when you fall to zero or negative hit points, you become dazed rather than unconscious; you are still considered dying and must make death saves as normal, and you may not use second wind in this state).
Craftsman's Blessing (move / encounter; close burst 1; all weapons wielded by allies in the burst deal +1 damage, until the end of the encounter; +2 damage if paragon, +3 if epic).
Talons of the Magpie (standard / encounter / implement; target one enemy within range 5; wisdom vs. reflex; on a hit, one item carried by the enemy telekinetically flies to your hand, other than items worn or held in the target's hand; if used outside combat, you may make a thievery check to avoid being noticed).
Battle Cry (minor / encounter; add your wisdom modifier to your next melee damage roll; this lasts until the end of your next turn, or until you make a succesful attack).
Stone Unyielding (immediate interrupt / encounter; trigger: you are hit by an attack that moves you; effect: until the end of your next turn, you cannot be moved by enemy attacks that push, pull, slide or teleport you).
Blazing Fury (minor / encounter; the first target you hit this turn with a power that deals radiant damage takes ongoing fire damage 3, save ends; ongoing 6 if paragon, 10 if epic).
Chaos Shield (immediate interrupt / encounter; a ranged attack that hits you instead hits somebody chosen at random from all characters within range 2, including your allies and yourself).
Stalk the Prey (minor / encounter; when standing next to a natural obstacle, e.g. a tree, you become invisible until the end of your next turn, even if you move away from the obstacle).
Cloud Cushion (free / encounter; range 10; you or one ally within range takes no damage from a fall, and does not become prone at the end).
Animal Friendship (standard / encounter / implement; close burst 3; target one animal in burst, wisdom vs will; on a hit, the animal ceases fighting and departs the combat scene)
Shield the Wounded (immediate interrupt / encounter; range 5; trigger: an ally that is bloodied is hit by an attack; effect: the ally gains a +3 bonus to all defenses until the end of your next turn).
Misery Loves Company (free / encounter; range 10; if an enemy you can see inflicts you with a status condition or ongoing damage, that enemy suffers the same effect, save ends).
Life Drain (free / encounter; trigger: you spend a healing surge for any reason; effect: an adjacent enemy other than undead takes necrotic damage equal to your surge value).
Hallowed Invocation (after each extended rest, select one Deception, Exploration, Scrying, or Warding ritual that you know; as a daily power, you can use that ritual as a standard action; you must still provide the components, and you are dazed until the end of your next turn).
Hero's Sacrifice (minor / encounter; range 2. Choose any condition that ends on a succesful save; all of your allies within range automatically save against that condition; you become affected by the condition instead, and may not attempt a saving throw against that condition this turn).
Shadow Meld (standard / daily; you gain +5 on all stealth checks until the end of the encounter).
Linked Hearts (free / encounter; affect one additional target with the healing word power).
Death's Door (free / encounter; when you fall to zero or negative hit points, you become dazed rather than unconscious; you are still considered dying and must make death saves as normal, and you may not use second wind in this state).
Craftsman's Blessing (move / encounter; close burst 1; all weapons wielded by allies in the burst deal +1 damage, until the end of the encounter; +2 damage if paragon, +3 if epic).
Talons of the Magpie (standard / encounter / implement; target one enemy within range 5; wisdom vs. reflex; on a hit, one item carried by the enemy telekinetically flies to your hand, other than items worn or held in the target's hand; if used outside combat, you may make a thievery check to avoid being noticed).
Battle Cry (minor / encounter; add your wisdom modifier to your next melee damage roll; this lasts until the end of your next turn, or until you make a succesful attack).
Stone Unyielding (immediate interrupt / encounter; trigger: you are hit by an attack that moves you; effect: until the end of your next turn, you cannot be moved by enemy attacks that push, pull, slide or teleport you).
Blazing Fury (minor / encounter; the first target you hit this turn with a power that deals radiant damage takes ongoing fire damage 3, save ends; ongoing 6 if paragon, 10 if epic).
Chaos Shield (immediate interrupt / encounter; a ranged attack that hits you instead hits somebody chosen at random from all characters within range 2, including your allies and yourself).
Stalk the Prey (minor / encounter; when standing next to a natural obstacle, e.g. a tree, you become invisible until the end of your next turn, even if you move away from the obstacle).
Cloud Cushion (free / encounter; range 10; you or one ally within range takes no damage from a fall, and does not become prone at the end).
Animal Friendship (standard / encounter / implement; close burst 3; target one animal in burst, wisdom vs will; on a hit, the animal ceases fighting and departs the combat scene)